void UpdateAnimalGridList() { if (this.gameObject.activeSelf == false) { return; } List <LandAndFarmDataBase> landList = GameTableManager.Instance.GetTableList <LandAndFarmDataBase>(); uint animalID = DataManager.Manager <HomeDataManager>().animalID; landList = landList.FindAll((LandAndFarmDataBase ld) => { return(ld.dwID == animalID); }); for (int i = 0; i < m_grid_grid.transform.childCount; i++) { UIHomeAnimalGrid homeAnimalGrid = m_grid_grid.GetChild(i).GetComponent <UIHomeAnimalGrid>(); if (homeAnimalGrid == null) { homeAnimalGrid = m_grid_grid.GetChild(i).gameObject.AddComponent <UIHomeAnimalGrid>(); } if (landList[i] != null) { homeAnimalGrid.Init(landList[i].indexID); } } }
/// <summary> /// 初始化界面 /// </summary> void Init() { if (m_grid_grid.transform.childCount > 0) { UpdateAnimalGridList(); return; } List <LandAndFarmDataBase> landList = GameTableManager.Instance.GetTableList <LandAndFarmDataBase>(); uint animalID = DataManager.Manager <HomeDataManager>().animalID; landList = landList.FindAll((LandAndFarmDataBase ld) => { return(ld.dwID == animalID); }); for (int i = 0; i < landList.Count; i++) { UnityEngine.GameObject obj = UIManager.GetResGameObj(GridID.Uihomeanimalgrid) as UnityEngine.GameObject; obj = Instantiate(obj); obj.transform.parent = m_grid_grid.transform; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one; obj.transform.localRotation = Quaternion.identity; UIHomeAnimalGrid homeAnimalGrid = obj.GetComponent <UIHomeAnimalGrid>(); if (homeAnimalGrid == null) { homeAnimalGrid = obj.AddComponent <UIHomeAnimalGrid>(); } obj.SetActive(true); homeAnimalGrid.Init(landList[i].indexID); } m_grid_grid.Reposition(); }